/Engine/Source/Runtime/Engine/Classes/Animation/AnimNotifies/AnimNotify.h
We don't instanceUAnimNotifyobjects along with the animations they belong to, but we still need a way to see which world thisUAnimNotifyis currently operating on. So this retrieves a contextual world pointer, from the triggering animation/mesh.
NULL if this isn't in the middle of aReceived_Notify(), otherwise it's the world belonging to the Mesh passed toReceived_Notify()
virtual [UWorld](API\Runtime\Engine\Engine\UWorld) * GetWorld() const